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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 11 12:18 am)



Subject: P5 Material Tip - Inverting Greyscales


yggdrasil ( ) posted Fri, 15 November 2002 at 7:56 AM · edited Fri, 10 January 2025 at 10:42 PM

file_31643.jpg

I can't recall seeing this mentioned before, but recently I had the need to use the same greyscale image in both positive and negative versions on the same material. Rather than use two bitmaps, I looked for a material room method of inverting the image, and the above shows my solution using two math nodes. Hope someone finds this useful. -- Mark

Mark


quinlor ( ) posted Fri, 15 November 2002 at 8:25 AM

Inverting can be very usefull. If you plug the image in the value_2 of the subtraction you don't need the Abs operation. Black = 0, white = 1 therefor: Inverse a = 1 - a = abs(a-1) Stefan


yggdrasil ( ) posted Fri, 15 November 2002 at 9:04 AM

Well Duh Thanks quinlor, obvious now you mention it. -- Mark

Mark


Artalgo ( ) posted Fri, 15 November 2002 at 11:42 AM

Attached Link: http://www.renderosity.com/messages.ez?ForumID=12356&Form.ShowMessage=884761

I was involved in a similar discussion almost two months ago that you can find at http://www.renderosity.com/messages.ez?ForumID=12356&Form.ShowMessage=884761. It includes a couple of screenshots from the Material room.


Valandar ( ) posted Fri, 15 November 2002 at 11:45 AM

Umm,I keep forgetting people aren't as used to these sorts of concepts as others are... Maybe i should go through all the nodes and play with them and report on my findings, I''ve already gotten some really nice textures with it...

Remember, kids! Napalm is Nature's Toothpaste!


bloodsong ( ) posted Fri, 15 November 2002 at 5:03 PM

heyas; do what? make the math subtract be 1 - input map? or make it 0 - input map??


quinlor ( ) posted Sun, 17 November 2002 at 5:37 AM

To invert the map it is: 1 - input map Stefan


bloodsong ( ) posted Sun, 17 November 2002 at 3:10 PM

ummm... it's not 0 - input?


quinlor ( ) posted Sun, 17 November 2002 at 3:38 PM

Think of the numbers as percentages of Gray. 0 = White 0.1 = 10% Gray 0.5 = 50% Gray 0.9 = 90% Gray 1 = 100% Gray All negative numbers will give you white, all numbers greater 1 will give you black. The usefull range is 0 to 1. To invert a grayscale white must become black, 10% gray must become 90% gray. 50% gray should remain 50% gray. To do this use 1 - input. Stefan


quinlor ( ) posted Sun, 17 November 2002 at 4:42 PM

Sorry, I messed this up: 0 = black and 1 = white 0.1 = 90% gray 0.9 = 10% gray But the math is the same.


bloodsong ( ) posted Mon, 18 November 2002 at 12:50 PM

oh. i'll take your word for it ;)


Valandar ( ) posted Mon, 18 November 2002 at 5:23 PM

Bloodsong, I could show you a pic of the invert I used for my Balrog's material nodes, but there are about fifteen nodes in the texture, and it would be kinda hard to isolate it. ^_^ It's even messier-looking than my desktop.

Remember, kids! Napalm is Nature's Toothpaste!


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